Files
Elvenbane/eb_engine.py
2026-02-14 00:57:26 +03:00

113 lines
3.5 KiB
Python

from common import pygame, json, uuid, deepcopy, dataclass, field
import eb_objects
import eb_terrain
import eb_creatures
cell_classes = {"Ground": eb_terrain.Ground}
@dataclass
class Cell:
terrain_obj: any
#item_obj: any
#creature_obj: any
is_target: bool = False
@dataclass
class Map:
name: str
cells: dict = None
color: str = "gray57"
target_color: str = "gold"
size: int = 150
bord: int = 5
scale: float = 1
cam_x: int = 0
cam_y: int = 0
cell_dist: int = 2
def __post_init__(self):
self.cells = {}
with open(self.name, 'r') as file:
buff = json.load(file)
for line in range(len(buff)):
self.cells[line] = []
for cell in buff[str(line)]:
final_cell = Cell(cell_classes[cell["type"]](**cell["cell"]["terrain_obj"]))
self.cells[line].append(deepcopy(final_cell))
def draw(self, screen):
for l in range(len(self.cells)):
for i, cell in enumerate(self.cells[l]):
x = int((i * self.size + self.cam_x) * self.scale)
y = int((l * self.size + self.cam_y) * self.scale)
w = int(self.size * self.scale - self.cell_dist)
h = int(self.size * self.scale - self.cell_dist)
pygame.draw.rect(screen, self.color, pygame.Rect(x, y, w, h), self.bord)
class Engine:
def __init__(self, width, height, scale_size = 5, camera_pos = pygame.Vector2(0, 0)):
self.width = width
self.height = height
self.scale_size = scale_size
def main_loop(self):
'''
#o = eb_terrain.Ground(1, 1, 1)
#c = eb_creatures.Unit(1, 1, 1)
#print(isinstance(o, eb_objects.Object))
#print(isinstance(o, eb_objects.Terrain))
#print(isinstance(c, eb_objects.Terrain))
'''
easy_map = Map("def_map.json")
# pygame setup
pygame.init()
screen = pygame.display.set_mode((self.width, self.height))
clock = pygame.time.Clock()
running = True
dt = 0
camera_step = 10
scale_step = 0.1
player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
while running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# fill the screen with a color to wipe away anything from last frame
screen.fill("chartreuse4")
easy_map.draw(screen)
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
easy_map.cam_y -= camera_step
if keys[pygame.K_s]:
easy_map.cam_y += camera_step
if keys[pygame.K_a]:
easy_map.cam_x -= camera_step
if keys[pygame.K_d]:
easy_map.cam_x += camera_step
if keys[pygame.K_q]:
easy_map.scale += scale_step
if keys[pygame.K_e]:
easy_map.scale -= scale_step
# flip() the display to put your work on screen
#pygame.time.wait(20)
pygame.display.flip()
# limits FPS to 60
# dt is delta time in seconds since last frame, used for framerate-
# independent physics.
dt = clock.tick(60) / 1000
pygame.quit()